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/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2012 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Jason Wilkins, Alexandr Kuznetsov
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file GPU_compatibility.h
* \ingroup gpu
*/
#include <assert.h>
#include "MEM_guardedalloc.h"
#include "BLI_math_matrix.h"
#include "BLI_math_rotation.h"
#include "BLI_math_vector.h"
#include "intern/gpu_safety.h"
#include "intern/gpu_glew.h"
#define GPU_MAT_CAST_ANY 0
#include "GPU_matrix.h"
#ifdef GLES
#include "gpu_object_gles.h"
#endif
#if WITH_GPU_SAFETY
#define GPU_STACK_DEBUG
#endif
static GLint glslneedupdate = 1;
typedef GLfloat GPU_matrix[4][4];
typedef struct GPU_matrix_stack
{
GLint size;
GLint pos;
GLint changed;
GPU_matrix * dynstack;
} GPU_matrix_stack;
static GPU_matrix_stack ms_modelview;
static GPU_matrix_stack ms_projection;
static GPU_matrix_stack ms_texture;
static GPU_matrix_stack * ms_current;
static GLenum ms_current_mode;
void GPU_matrix_forced_update(void)
{
glslneedupdate = 1;
gpuMatrixCommit();
glslneedupdate = 1;
}
#define CURMATRIX (ms_current->dynstack[ms_current->pos])
/* Check if we have a good matrix */
#if WITH_GPU_SAFETY
static void checkmat(GLfloat *m)
{
GLint i;
for(i=0;i<16;i++) {
#if _MSC_VER
BLI_assert(_finite(m[i]));
#else
BLI_assert(!isinf(m[i]));
#endif
}
}
#define CHECKMAT checkmat((GLfloat*)CURMATRIX);
#else
#define CHECKMAT
#endif
static void ms_init(GPU_matrix_stack * ms, GLint initsize)
{
if(initsize == 0)
initsize = 32;
ms->size = initsize;
ms->pos = 0;
ms->changed = 1;
ms->dynstack = MEM_mallocN(ms->size*sizeof(*(ms->dynstack)), "MatrixStack");
//gpuLoadIdentity();
}
static void ms_free(GPU_matrix_stack * ms)
{
ms->size = 0;
ms->pos = 0;
MEM_freeN(ms->dynstack);
ms->dynstack = NULL;
}
static GLint glstackpos[3] = {0};
static GLint glstackmode;
void GPU_ms_init(void)
{
ms_init(&ms_modelview, 32);
ms_init(&ms_projection, 16);
ms_init(&ms_texture, 16);
ms_current = &ms_modelview;
ms_current_mode = GL_MODELVIEW;
}
void GPU_ms_exit(void)
{
ms_free(&ms_modelview);
ms_free(&ms_projection);
ms_free(&ms_texture);
}
void gpuMatrixLock(void)
{
#ifndef GLES
GPU_matrix tm;
glGetIntegerv(GL_MODELVIEW_STACK_DEPTH, glstackpos);
glGetIntegerv(GL_PROJECTION_STACK_DEPTH, glstackpos+1);
glGetIntegerv(GL_TEXTURE_STACK_DEPTH, glstackpos+2);
glGetIntegerv(GL_MATRIX_MODE, &glstackmode);
glGetFloatv(GL_MODELVIEW_MATRIX, (GLfloat*)tm);
gpuMatrixMode(GL_MODELVIEW);
gpuLoadMatrix((GLfloat*)tm);
glGetFloatv(GL_PROJECTION_MATRIX, (GLfloat*)tm);
gpuMatrixMode(GL_PROJECTION);
gpuLoadMatrix((GLfloat*)tm);
glGetFloatv(GL_TEXTURE_MATRIX, (GLfloat*)tm);
gpuMatrixMode(GL_TEXTURE);
gpuLoadMatrix((GLfloat*)tm);
glMatrixMode(GL_TEXTURE);
glPushMatrix();
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glMatrixMode(glstackmode);
gpuMatrixMode(glstackmode);
#endif
}
void gpuMatrixUnlock(void)
{
#ifndef GLES
GLint curval;
glMatrixMode(GL_TEXTURE);
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
glGetIntegerv(GL_MODELVIEW_STACK_DEPTH, &curval);
glGetIntegerv(GL_PROJECTION_STACK_DEPTH, &curval);
glGetIntegerv(GL_TEXTURE_STACK_DEPTH, &curval);
glMatrixMode(glstackmode);
#endif
}
void gpuMatrixCommit(void)
{
#ifndef GLES
if(ms_modelview.changed)
{
ms_modelview.changed = 0;
glMatrixMode(GL_MODELVIEW);
glLoadMatrixf((GLfloat*)ms_modelview.dynstack[ms_modelview.pos]);
}
if(ms_projection.changed)
{
ms_projection.changed = 0;
glMatrixMode(GL_PROJECTION);
glLoadMatrixf((GLfloat*)ms_projection.dynstack[ms_projection.pos]);
}
if(ms_texture.changed)
{
ms_texture.changed = 0;
glMatrixMode(GL_TEXTURE);
glLoadMatrixf((GLfloat*)ms_texture.dynstack[ms_texture.pos]);
}
#else
if(curglslesi)
{
#include REAL_GL_MODE
if(ms_modelview.changed || glslneedupdate)
{
GLfloat t[3][3] = {1.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 1.0};
copy_m3_m4(t, ms_modelview.dynstack[ms_modelview.pos]);
if(curglslesi->viewmatloc!=-1)
glUniformMatrix4fv(curglslesi->viewmatloc, 1, 0, ms_modelview.dynstack[ms_modelview.pos]);
if(curglslesi->normalmatloc!=-1)
glUniformMatrix3fv(curglslesi->normalmatloc, 1, 0, t);
}
if(ms_projection.changed|| glslneedupdate)
{
if(curglslesi->projectionmatloc!=-1)
glUniformMatrix4fv(curglslesi->projectionmatloc, 1, 0, ms_projection.dynstack[ms_projection.pos]);
}
}
#endif
//CHECKMAT
}
void gpuPushMatrix(void)
{
ms_current->pos++;
if(ms_current->pos >= ms_current->size)
{
ms_current->size += ((ms_current->size-1)>>1)+1;
/* increases size by 50% */
ms_current->dynstack = MEM_reallocN(ms_current->dynstack,
ms_current->size*sizeof(*(ms_current->dynstack)));
}
gpuLoadMatrix((GLfloat*)ms_current->dynstack[ms_current->pos-1]);
CHECKMAT
}
void gpuPopMatrix(void)
{
ms_current->pos--;
ms_current->changed = 1;
#ifdef GPU_STACK_DEBUG
if(ms_current->pos < 0)
assert(0);
#endif
CHECKMAT
}
void gpuMatrixMode(GLenum mode)
{
GPU_ASSERT(ELEM3(mode, GL_MODELVIEW, GL_PROJECTION, GL_TEXTURE));
ms_current_mode = mode;
switch(mode)
{
case GL_MODELVIEW:
ms_current = &ms_modelview;
break;
case GL_PROJECTION:
ms_current = &ms_projection;
break;
case GL_TEXTURE:
ms_current = & ms_texture;
break;
default:
/* ignore */
break;
}
CHECKMAT
}
GLenum gpuGetMatrixMode(void)
{
return ms_current_mode;
}
void gpuLoadMatrix(const GLfloat * m)
{
copy_m4_m4((GLfloat (*)[4])CURMATRIX, (GLfloat (*)[4])m);
ms_current->changed = 1;
CHECKMAT
}
const GLfloat * gpuGetMatrix(GLenum type, GLfloat *m)
{
GPU_matrix_stack * ms_select;
GPU_ASSERT(ELEM3(type, GL_MODELVIEW_MATRIX, GL_PROJECTION_MATRIX, GL_TEXTURE_MATRIX));
switch(type)
{
case GL_MODELVIEW_MATRIX:
ms_select = &ms_modelview;
break;
case GL_PROJECTION_MATRIX:
ms_select = &ms_projection;
break;
case GL_TEXTURE_MATRIX:
ms_select = & ms_texture;
break;
default:
return 0;
}
if (m)
copy_m4_m4((GLfloat (*)[4])m, ms_select->dynstack[ms_select->pos]);
else
return (GLfloat*)(ms_select->dynstack[ms_select->pos]);
return 0;
}
void gpuLoadIdentity(void)
{
unit_m4(CURMATRIX);
ms_current->changed = 1;
CHECKMAT
}
void gpuTranslate(GLfloat x, GLfloat y, GLfloat z)
{
translate_m4(CURMATRIX, x, y, z);
ms_current->changed = 1;
CHECKMAT
}
void gpuScale(GLfloat x, GLfloat y, GLfloat z)
{
scale_m4(CURMATRIX, x, y, z);
ms_current->changed = 1;
CHECKMAT
}
void gpuMultMatrix(const GLfloat *m)
{
GPU_matrix cm;
copy_m4_m4((GLfloat (*)[4])cm, (GLfloat (*)[4])CURMATRIX);
mult_m4_m4m4_q(CURMATRIX, cm, (GLfloat (*)[4])m);
ms_current->changed = 1;
CHECKMAT
}
void gpuMultMatrixd(const double *m)
{
GLfloat mf[16];
GLint i;
for(i=0; i<16; i++)
mf[i] = m[i];
gpuMultMatrix(mf);
}
void gpuRotateVector(GLfloat angle, GLfloat * vector)
{
float rm[3][3];
GPU_matrix cm;
copy_m4_m4((GLfloat (*)[4])cm, (GLfloat (*)[4])CURMATRIX);
axis_angle_to_mat3(rm, vector, angle);
mult_m4_m3m4_q(CURMATRIX, cm, rm);
ms_current->changed = 1;
}
void gpuRotateAxis(GLfloat angle, char axis)
{
rotate_m4((GLfloat (*)[4])CURMATRIX, axis, angle);
ms_current->changed = 1;
}
void gpuRotateRight(char type)
{
rotate_m4_right((GLfloat (*)[4])CURMATRIX, type);
ms_current->changed = 1;
}
void gpuLoadOrtho(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat nearVal, GLfloat farVal)
{
mat4_ortho_set(CURMATRIX, left, right, bottom, top, nearVal, farVal);
ms_current->changed = 1;
CHECKMAT
}
void gpuOrtho(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat nearVal, GLfloat farVal)
{
GPU_matrix om;
mat4_ortho_set(om, left, right, bottom, top, nearVal, farVal);
gpuMultMatrix((GLfloat*)om);
CHECKMAT
}
void gpuFrustum(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat nearVal, GLfloat farVal)
{
GPU_matrix fm;
mat4_frustum_set(fm, left, right, bottom, top, nearVal, farVal);
gpuMultMatrix((GLfloat*) fm);
CHECKMAT
}
void gpuLoadFrustum(GLfloat left, GLfloat right, GLfloat bottom, GLfloat top, GLfloat nearVal, GLfloat farVal)
{
mat4_frustum_set(CURMATRIX, left, right, bottom, top, nearVal, farVal);
ms_current->changed = 1;
CHECKMAT
}
void gpuLookAt(GLfloat eyeX, GLfloat eyeY, GLfloat eyeZ, GLfloat centerX, GLfloat centerY, GLfloat centerZ, GLfloat upX, GLfloat upY, GLfloat upZ)
{
GPU_matrix cm;
GLfloat lookdir[3];
GLfloat camup[3] = {upX, upY, upZ};
lookdir[0] = centerX - eyeX;
lookdir[1] = centerY - eyeY;
lookdir[2] = centerZ - eyeZ;
mat4_look_from_origin(cm, lookdir, camup);
gpuMultMatrix((GLfloat*) cm);
gpuTranslate(-eyeX, -eyeY, -eyeZ);
CHECKMAT
}
void gpuProject(const GLfloat obj[3], const GLfloat model[4][4], const GLfloat proj[4][4], const GLint view[4], GLfloat win[3])
{
float v[4];
mul_v4_m4v3(v, model, obj);
mul_m4_v4(proj, v);
win[0]=view[0]+(view[2]*(v[0]+1))*0.5f;
win[1]=view[1]+(view[3]*(v[1]+1))*0.5f;
win[2]=(v[2]+1)*0.5f;
}
int gpuUnProject(const GLfloat win[3], const GLfloat model[4][4], const GLfloat proj[4][4], const GLint view[4], GLfloat obj[3])
{
float v[3];
GPU_matrix pm;
int i;
double modeld[16], projd[16];
double objd[3] = {0};
for(i=0; i<16; i++)
{
modeld[i] = model[0][i];
projd[i] = proj[0][i];
}
if(!gluUnProject(win[0], win[1], win[2], modeld, projd, view, objd, objd+1, objd+2))
BLI_assert(0);
mult_m4_m4m4_q(pm, proj, model);
if(!invert_m4(pm))
return FALSE;
v[0] = 2.0*(win[0]-view[0])/view[2] - 1.0f;
v[1] = 2.0*(win[1]-view[1])/view[3] - 1.0f;
v[2] = 2.0*(win[2] ) - 1.0f;
mul_v3_m4v3_q(obj, pm, v);
/*obj[0]/=10;
obj[1]/=10;
obj[2]/=10;
obj[0]=0;
obj[1]=0;
obj[2]=0;*/
obj[0] = objd[0];
obj[1] = objd[1];
obj[2] = objd[2];
return TRUE;
}
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